Placing them is a pain, I've been trying to do it in a firespitter Helli, which has it's own problems, like, trying to land on top of a mountain without crashing. I've been trying to stick little remote com sites around Kebin, unfortunately it's a pita to do so, numerous problems such as having them blow up if I switch to them (they'll 'spawn' way above the surface, then drop to the surface and explode, etc) This antenna breaks convention by including a small solar cell directly connected to the antenna. Wehrner grew tired of losing communications with probes every time they run out of battery. ParentUrl = Bluedog_DB/Parts/Antennas/bluedog_solarAntennaĭescription = Class 2 RT Antenna OMNI. Tags = aerial antenna radio signal transmit comm communicat dish vanguard Title = M17 Solar Antenna //Vanguard I made orbit on March 17th, 1958ĭescription = Wehrner grew tired of losing communications with probes every time they run out of battery. Model = Bluedog_DB/Parts/Antennas/bluedog_solarAntenna GameData\Bluedog_DB\Parts\Antennas\bluedog_solarAntenna.cfg Would the MM patch from that post still work? I'm running KSP 1.4.3 and RT 1.8.11Ĭould it be that allowManualControl = false is the reason for not being able to extend an antenna in VAB? I saw this post from way back, but can't find anything else referencing remote tech and tweakscale. I am able to scale the size of the dishes, but that doesn't seem to change their characteristics, they still have the same range and power consumption. So rather than guessing how long before needing to deploy landing legs, be able to say when alt <= 200m then run action group G or whatever.Īlso, got a question about remote tech and tweakscale. What would be really cool is if the flight computer could trigger events based on altitude. Problem is that doesn't account for how the atmosphere will decelerate the craft, so it's a bit of guess work (so many probes smashed into Duna). My method is to create a maneuver node and drag the retrograde marker so the projected trajectory puts an Ap marker at the node, then I can slide the node back and forth and get an idea of how long to X altitude and then create the flight computer event based on that. But working out the time intervals for when to have those events happen can be a bit tricky. One thing I enjoy doing (although it often goes wrong) is using it to sequence atmospheric reentry in the blind perform burn, deploy drogue chute, drop shield, open main chute and deploy legs.and then wait a little while before re-opening antenna and reconnecting. I quite often use it on manned craft to execute a maneuver node, cos I know I'm bound to get distracted by something on the forum while waiting to timewarp to the node! One of my fav things is the flight computer (even if it doesn't always complete a maneuver node quite as expected). Been using it since the dawn of time, (or at least since it was the only way to have unmanned craft) and it's grown and changed and continues to be one of my favourite must-have mods. Does anybody have advice on how to deal with parachute landings in 1.0.I just want to say how much I love this mod. Looking to future missions, that certainly won't be an option if I want to do a parachute landing of a probe on somewhere like Eve. With the help of repeated quick saves I managed to bring a tourist down so that the capsule was within line of sight of the KSC when the parachute needed to be deployed, but that doesn't seem a reliable option. With parachutes in 1.0.4, you can't deploy them until quite low/slow, so you really need to be in control of your ship right down to 5000 m altitude. For a rescue mission, this isn't a problem because once I've rescued the Kerbal, he/she can fly the re-entry and landing. The communotron 16 won't survive re-entry if activated, but the dipole antenna doesn't have the range to talk to the 1000 km network. The problem I'm facing is getting tourists back down safely. I've put up a basic comms network of 4 satellites in 1000 km circular equatorial orbits with communotron 16 antennas to give full LKO control. In a standard career mode, my solution is a simple rocket with a Mk1 capsule and an OKTO probe core to fly it. I'm quite early in the career game, dealing with contracts to rescue stranded kerbals from LKO and tourists wanting to go to orbit. I've decided to have a go at a career mode with remote tech, but I've hit a bit of a problem.
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